I'm creating a text-based game, and trying to implement procedural world generation.
My initial plan was a bit haphazard: each universe has a 3D array of galaxies, of solar systems, which then in turn would be propagated with randomized celestial bodies. I was planning on generating the actual local area separately, but I'm not sure it's currently possible to complete the task as I have it.
Each universe is a Galaxy[10][10][10] (arbitrary number at the moment),
each galaxy is a randomly sized SolarSystem[50-150][50-150][50-150],
each SolarSystem is a randomly sized CelestialBody[5-20][5-20][5-20].
All of which would then be written out to a data file to be read later.
Looking at it now, if I'm not mistaken, this would require (((ClassSize^3)^3)^3) bytes, which is impossible to store even if the ClassSize were only 4 bytes.
My intent with arrays of arrays initially was to be able to efficiently group clusters together and better help identify where the player was in the universe.
My question is: how can I generate a world of such scale more efficiently?